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diff --git a/Assets/Scripts/Enemy/EnemyHealth.cs b/Assets/Scripts/Enemy/EnemyHealth.cs
index aced5321d98ffc0fb1cbdd823c6f2f7f63ebf07f..e2dc8ed4d55249ef3a1162b843bad2184746ae8e 100644
--- a/Assets/Scripts/Enemy/EnemyHealth.cs
+++ b/Assets/Scripts/Enemy/EnemyHealth.cs
@@ -75,6 +75,24 @@ namespace Nightmare
             hitParticles.Play();
         }
 
+        public void TakeDamageSword (int amount)
+        {
+            if (!IsDead())
+            {
+                enemyAudio.Play();
+                currentHealth -= amount;
+
+                if (IsDead())
+                {
+                    Death();
+                }
+                else
+                {
+                    enemyMovement.GoToPlayer();
+                }
+            }
+        }
+
         void Death ()
         {
             EventManager.TriggerEvent("Sound", this.transform.position);
diff --git a/Assets/Scripts/Player/PlayerSword.cs b/Assets/Scripts/Player/PlayerSword.cs
new file mode 100644
index 0000000000000000000000000000000000000000..3a249702d39f27b4475ae1e7646318bb33c2f8bb
--- /dev/null
+++ b/Assets/Scripts/Player/PlayerSword.cs
@@ -0,0 +1,47 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Nightmare
+{
+    public class PlayerSword : MonoBehaviour
+    {
+        private GameObject swordAttack = default;
+        private bool isAttack = false;
+
+        private float timeToAttack = 0.25f;
+        private float _timer = 0f;
+
+        void Start()
+        {
+            swordAttack = transform.GetChild(0).gameObject;
+
+        }
+
+        void Update()
+        {
+            if (Input.GetButton($"Fire1"))
+            {
+                Attack();
+            }
+
+            if (isAttack)
+            {
+                _timer += Time.deltaTime;
+
+                if (_timer >= timeToAttack)
+                {
+                    _timer = 0;
+                    isAttack = false;
+                    swordAttack.SetActive(isAttack);
+                }
+            }
+        }
+
+        private void Attack()
+        {
+            isAttack = true;
+            swordAttack.SetActive(isAttack);
+        }
+    }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Player/PlayerSword.cs.meta b/Assets/Scripts/Player/PlayerSword.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..a55f450f0c70e7945bc3f958216d7961a72d6bef
--- /dev/null
+++ b/Assets/Scripts/Player/PlayerSword.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Player/SwordAttack.cs b/Assets/Scripts/Player/SwordAttack.cs
new file mode 100644
index 0000000000000000000000000000000000000000..ef634d8e091efdbd05d16529ef071dba07e0d32f
--- /dev/null
+++ b/Assets/Scripts/Player/SwordAttack.cs
@@ -0,0 +1,42 @@
+using System;
+using UnityEngine;
+
+namespace Nightmare
+{
+    public class SwordAttack : MonoBehaviour
+    {
+        public int damage = 25;
+        private RaycastHit _attackHit;
+        private float multiplier;
+        private bool oneHit;
+
+        private void Awake()
+        {
+            multiplier = CurrentStateData.GetMultiplier();
+            oneHit = false;
+        }
+
+        private void OnTriggerEnter(Collider objectCollider)
+        {
+            var enemyHealth = objectCollider.GetComponent<EnemyHealth>();
+
+            if (enemyHealth)
+            {
+                if (oneHit)
+                {
+                    enemyHealth.TakeDamageSword(Mathf.RoundToInt(enemyHealth.CurrentHealth()));
+                }
+                else
+                {
+                    multiplier = CurrentStateData.GetMultiplier();
+                    enemyHealth.TakeDamageSword(Mathf.RoundToInt(damage * multiplier));
+                }
+            }
+        }
+
+        public void SetOneHit()
+        {
+            oneHit = true;
+        }
+    }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Player/SwordAttack.cs.meta b/Assets/Scripts/Player/SwordAttack.cs.meta
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